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Broken age 2
Broken age 2








broken age 2

His wry delivery made one of Shay's later puzzles one of the most entertaining of the game. Yet the most entertaining secondary character turned out to be the talking tree near the beach. The cult members of Meriloft offered up some humor, Marshall Dune offered some laughs with his whistle getting caught in his throat, and Curtis the Lumberjack's career change was good for some smiles. Part of the reason I enjoyed it, of course, was because of the humor written into many of the ancillary characters. The overall narrative went down a stranger (and darker) path than I thought, but it was an engaging story and one I thoroughly enjoyed. There was more than one instance where I went in expecting a telegraphed twist, only to get taken in a completely different direction. While Part 1 set expectations for where the story was headed, Act 2 deviated from them in an interesting way. Without spoiling the rest of the story, however, the other entertaining aspect of the narrative comes in the major twists. It's finally his chance to come out of his bubble and watching him experience this is one of the most entertaining elements of the story's second half. While Vella navigates Shay's vessel, Shay faces civilization for the first time and his reactions to many of the quirky people he meets are priceless. The second part is mainly about both characters switching places, turning both characters' tales into "fish out of water" stories. This frustrating second act is a disappointing conclusion to a two-part game that began with immense potential.If Part 1 served to introduce players to Vella and Shay's world, Act 2 was more about turning their worlds on their heads. It's basically six or seven hours of trial-and-error play punctuated by snippets of giggle-inducing conversation. And when - after seemingly endless mindless attempts to drag random items onto various characters and objects to make something happen - you eventually stumble upon a solution, you'll likely be left wondering how or even if you could have figured it out through any semblance of logic.

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It's often incredibly difficult to work out what to do or how to proceed. Perhaps worse, the puzzles have grown exponentially in opaqueness.

broken age 2

And in place of smart allegories and clever twists we've been given a straightforward adventure with a predictable, one-dimensional villain to struggle against. Most of the characters are still appealing, and the dialogue remains frequently funny, but our heroes have lost their dynamism. Unfortunately, the second and concluding act loses much of its predecessor's magic. The first act of Broken Age hit all the right notes, offering up a compelling and witty story filled with complex characters, empowering messages, and just the right amount of weight placed on a handful of relatively simple puzzles. It's possible to switch between the two heroes at will, and there are times when it's necessary for Vella and Shay to cooperate and accomplish larger tasks. As in the first act, players spend their time chatting with nonplayer characters to advance the story and collecting items that must be used in the right place or combined in the right way to solve contextual puzzles. Shay, meanwhile, explores Vella's curious world, interacting with all the characters Vella met during her adventure. The second act picks up with Vella exploring the broken ship, understanding slowly growing on her as she continues her quest to ensure the monster never bothers her people again.

broken age 2

At the end of the first act, players learn that Shay's ship was actually the monster that people in Vella's world feared, and after the ship crashes, the two heroes switch places. BROKEN AGE ACT 2 is the conclusion of Broken Age, the two-part story of Vella and Shay, a young woman and a young man whose paths intersect after both choose to defy their expected roles.










Broken age 2